Post by lordsoth on May 26, 2010 15:05:49 GMT
I converted a bunch of Traits over from Savage Worlds that I'd love some feedback on.
Arrogant (Major Bad Trait)
Your hero doesn’t think he’s the best – he knows he is. Whatever it is – swordsmanship, kung fu, running – there is no one who can touch his skills and he flaunts it every chance he gets.
Effect: Winning just isn’t enough for your hero. He must completely dominate his opponent.
Anytime there is even a shadow of a doubt as to who is the better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.
Arrogant heroes always look for the “master” in battle, attacking lesser minions only if they get in the way.
Big Mouth (Minor Bad Trait)
Loose lips sink ships, the saying goes. Your hero’s could drown an armada.
Effect: Your character can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.
Cautious (Minor Bad Trait)
Some folks gather too much intelligence before springing into action.
Effect: This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Note: Cannot be taken with the Impulsive Bad Trait.
Delusional (Minor or Major Bad Trait)
Your hero believes something that is considered quite strange by everyone else.
Effect: Minor Delusions are harmless or the character generally keeps it to himself (the government puts sedatives in soft drinks, dogs can talk, we’re all just characters in some bizarre game, etc).
With a Major Delusion, he expresses his view on the situation frequently and it can occasionally lead to danger (the government is run by aliens, hospitals are deadly, I’m allergic to armor, zombies are my friends).
Glass Jaw (Minor Bad Trait)
The character is less damage resistant.
Effect: Adds 2 additional points of Attribute damage.
Note: Cannot be taken with the Tough Good Trait.
I’m With Him (Major Bad Trait)
Not every character is cut out for the heroic lifestyle. The character lacks what it takes to be a true hero and chooses to play second fiddle and stay out of the limelight.
Effect: The character may not purchase the Brave, Indomitable, Quick Reflexes, or Tough Traits or allocate any skill points into Fighting or Marksmanship during character generation.
Illiterate (Minor Bad Trait)
Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him.
Effect: Illiterates can’t read or write in any language, by the way, no matter how many they actually speak.
Loyal (Minor Bad Trait)
Your character may not be a hero, but he’d give his life for his friends.
Effect: This character can never leave a man behind if there’s any chance at all he could help.
Lying Eyes (Minor Bad Trait)
Lies just don’t come easy to you. That sounds all good and noble, but often causes problems when dealing with more nefarious types.
Effect: –2 penalty to Convince rolls if any kind of falsehood (even little white ones) must be told.
Obese (Minor Bad Trait)
Particularly large people often have great difficulty in dangerous physical situations.
Effect: An Obese hero reduces the amount of damage they would normally take by 1, but his Speed is decreased by 1. Obese characters may also have difficulty finding armor or clothing that fits, fitting into tight spaces, or even riding in confined spaces such as coach airplane seats or compact cars.
One Arm/Hand (Major Bad Trait)
Whether by birth or battle, your hero has lost an arm or hand. Fortunately, his other hand is now his “good” one.
Effect: Tasks that require two hands, such as climbing, shooting a rifle, and etc. suffer a -4 penalty.
One Eye (Major Bad Trait)
Your hero has had an eye gouged out by some nefarious villain in his past.
Effect: He suffers –2 to any rolls that require depth perception, such as Marksmanship, jumping from one rooftop to another, and so on. If he doesn’t wear a patch or buy a glass replacement, he suffers -1 to his Convince for the grotesque wound.
Overconfident (Major Bad Trait)
There’s nothing out there your hero can’t defeat. At least that’s what he thinks.
Effect: He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
Pacifist (Minor or Major Bad Trait)
Your hero absolutely despises violence.
Effect: Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
Major Pacifists won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sentient, living creatures. A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however.
Psionically Vulnerable (Minor or Major Bad Trait)
The character’s mind is an open book to psionicists.
Effect: The minor version causes the character to suffer a –2 penalty to any Resolve and Ingenuity rolls made to resist psychic intrusion. With the major version, the penalty increases to –4.
Note: Cannot be taken with the Psychic Training Special Good Trait.
Small (Minor Bad Trait)
Your character is either very skinny, very short, or both relative to his particular race.
Effect: This increases the amount of damage you would normally take by 1, due to his reduced stature.
Unlikable (Minor Bad Trait)
For some reason, the character rubs people the wrong way. Perhaps he is gruff or just plain mean. Maybe he just gives off a “creepy” vibe.
Effect: –2 penalty to attempts to use their charm.
Note: Cannot be taken with the Charming Good Trait.
Xenophobic (Minor or Major Bad Trait)
Whether because of simple racial intolerance or past dealings, the character has a dislike of all alien races and finds dealing with them unpleasant at best.
Effect: He suffers a –2 penalty to Convince rolls when dealing with aliens with the Minor version and –4 with the Major version. Openly voicing his xenophobic beliefs, something he finds hard to control, may lead to confrontation or ostracism.
Arrogant (Major Bad Trait)
Your hero doesn’t think he’s the best – he knows he is. Whatever it is – swordsmanship, kung fu, running – there is no one who can touch his skills and he flaunts it every chance he gets.
Effect: Winning just isn’t enough for your hero. He must completely dominate his opponent.
Anytime there is even a shadow of a doubt as to who is the better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.
Arrogant heroes always look for the “master” in battle, attacking lesser minions only if they get in the way.
Big Mouth (Minor Bad Trait)
Loose lips sink ships, the saying goes. Your hero’s could drown an armada.
Effect: Your character can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.
Cautious (Minor Bad Trait)
Some folks gather too much intelligence before springing into action.
Effect: This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Note: Cannot be taken with the Impulsive Bad Trait.
Delusional (Minor or Major Bad Trait)
Your hero believes something that is considered quite strange by everyone else.
Effect: Minor Delusions are harmless or the character generally keeps it to himself (the government puts sedatives in soft drinks, dogs can talk, we’re all just characters in some bizarre game, etc).
With a Major Delusion, he expresses his view on the situation frequently and it can occasionally lead to danger (the government is run by aliens, hospitals are deadly, I’m allergic to armor, zombies are my friends).
Glass Jaw (Minor Bad Trait)
The character is less damage resistant.
Effect: Adds 2 additional points of Attribute damage.
Note: Cannot be taken with the Tough Good Trait.
I’m With Him (Major Bad Trait)
Not every character is cut out for the heroic lifestyle. The character lacks what it takes to be a true hero and chooses to play second fiddle and stay out of the limelight.
Effect: The character may not purchase the Brave, Indomitable, Quick Reflexes, or Tough Traits or allocate any skill points into Fighting or Marksmanship during character generation.
Illiterate (Minor Bad Trait)
Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him.
Effect: Illiterates can’t read or write in any language, by the way, no matter how many they actually speak.
Loyal (Minor Bad Trait)
Your character may not be a hero, but he’d give his life for his friends.
Effect: This character can never leave a man behind if there’s any chance at all he could help.
Lying Eyes (Minor Bad Trait)
Lies just don’t come easy to you. That sounds all good and noble, but often causes problems when dealing with more nefarious types.
Effect: –2 penalty to Convince rolls if any kind of falsehood (even little white ones) must be told.
Obese (Minor Bad Trait)
Particularly large people often have great difficulty in dangerous physical situations.
Effect: An Obese hero reduces the amount of damage they would normally take by 1, but his Speed is decreased by 1. Obese characters may also have difficulty finding armor or clothing that fits, fitting into tight spaces, or even riding in confined spaces such as coach airplane seats or compact cars.
One Arm/Hand (Major Bad Trait)
Whether by birth or battle, your hero has lost an arm or hand. Fortunately, his other hand is now his “good” one.
Effect: Tasks that require two hands, such as climbing, shooting a rifle, and etc. suffer a -4 penalty.
One Eye (Major Bad Trait)
Your hero has had an eye gouged out by some nefarious villain in his past.
Effect: He suffers –2 to any rolls that require depth perception, such as Marksmanship, jumping from one rooftop to another, and so on. If he doesn’t wear a patch or buy a glass replacement, he suffers -1 to his Convince for the grotesque wound.
Overconfident (Major Bad Trait)
There’s nothing out there your hero can’t defeat. At least that’s what he thinks.
Effect: He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
Pacifist (Minor or Major Bad Trait)
Your hero absolutely despises violence.
Effect: Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
Major Pacifists won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sentient, living creatures. A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however.
Psionically Vulnerable (Minor or Major Bad Trait)
The character’s mind is an open book to psionicists.
Effect: The minor version causes the character to suffer a –2 penalty to any Resolve and Ingenuity rolls made to resist psychic intrusion. With the major version, the penalty increases to –4.
Note: Cannot be taken with the Psychic Training Special Good Trait.
Small (Minor Bad Trait)
Your character is either very skinny, very short, or both relative to his particular race.
Effect: This increases the amount of damage you would normally take by 1, due to his reduced stature.
Unlikable (Minor Bad Trait)
For some reason, the character rubs people the wrong way. Perhaps he is gruff or just plain mean. Maybe he just gives off a “creepy” vibe.
Effect: –2 penalty to attempts to use their charm.
Note: Cannot be taken with the Charming Good Trait.
Xenophobic (Minor or Major Bad Trait)
Whether because of simple racial intolerance or past dealings, the character has a dislike of all alien races and finds dealing with them unpleasant at best.
Effect: He suffers a –2 penalty to Convince rolls when dealing with aliens with the Minor version and –4 with the Major version. Openly voicing his xenophobic beliefs, something he finds hard to control, may lead to confrontation or ostracism.